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Garou Tribe Information

 

Black Furies
The Black Furies represent the game's version of an amazon-like society as they are a tribe of avenging and warrior-like (usually) female werewolves. In modern days Furies appear all over the world. Their tribal totem is Pegasus. While childbirth is considered a sacred act among the tribe, only females and male Metis descendants of Furies are accepted. Fertile sons and most Metis are sent off to be adopted by other tribes (usually the Children of Gaia).
Initial Willpower: 3
Beginning Gifts: Breath of the Wyld, Man's Skin, Heightened Senses, Sense Wyrm, Wyld Resurgence


Bone Gnawers
The Bone Gnawers, the Children of the Totem Rat, are the lowest of the Werewolf along the World of Darkness and the History. Their origins are uncertain, perhaps they descend from a "scavenger sept" of the prehistoric North Africa or perhaps they have been a collection of the desperate throughout the history of the Garou Nation. Bone Gnawers are often despised as honorless cowards; while this is true of some of the tribe some of the time, Bone Gnawers in general are devoted to the protection of the weak (the homeless, the mad, the exploited) from the corruption of the Wyrm, fighting in the core of the city with all the vicious strength of a cornered rat.
Initial Willpower: 4
Beginning Gifts: Cooking, Desperate Strength, Resist Toxin, Scent of Sweet Honey, Trash is Treasure


Children of Gaia
The Children of Gaia represent a smoothing factor as their primal interest is joining together all of Gaia's creation to save the world and to accomplish that they need To unite all of the tribes as one. Of course the other Garou do not share this interest, some regarding friction with other tribes as their tribal tradition. Many Garou therefore consider the Children of Gaia as well-meaning but naïve tree-huggers who talk too much and do too little, but that's not how they perceive themselves and their duty. One of their practices is to teach humans better behavior to shield them against the Wyrm's corruption. Their reputation as being 'soft' is a result of this. The image of the tribe is the one thing that hinders the tribe the most. But besides their reputation, the Children are just as potent fighters as all the other Garou. Their access to a unique self-healing power especially makes them dangerous opponents. While they fight hard battles against the Wyrm's minions they also use subtle ways of combat, shielding body, mind and soul to wyrmish energies. In addition, most Children of Gaia don't see fighting duels as a suitable way to solve disputes with other Garou, so their hesitation might be perceived as cowardly, if a Child of Gaia is challenged to a duel.
Initial Willpower: 4
Beginning Gifts: Brother's Scent, Jam Weapon, Mercy, Mother's Touch, Resist Pain


Fianna
The Fianna are a passionate tribe of Garou, descended from Celtic cultures. Widely known for their storytellers, bards, musicians, poets and other artistic types, the Fianna are a tribe whose love for parties, music and company is coupled with a strong sense of honor, potent ferocity, and strength in combat. The Fianna claim that the first Galliard was a Fianna and they're known for their ties to the fairy-folk.
Initial Willpower: 3
Beginning Gifts: Faerie Light, Hare's Leap, Persuasion, Resist Toxin, Two Tongues


Get of Fenris
The Get of Fenris (originally and sometimes still known as the Fenrir, or "Those of Fenris") trace their roots to Germanic tribes and wolf packs of Germania and Scandinavia. They are known as fierce and unforgiving warriors. The Get of Fenris prize strength in all forms, not only of body but also of mind. They constantly train in battle, duel, engage in survival activities to hone their warrior skills. Cult of strength and endurance is so prevailing that they prize every battle-scar and sometimes engage in ritual (self)mutilation to prove themselves. Once seen as elitist or even Nazi in temperament, the Fenrir are, in truth, one of the most meritocratic; any Garou who can prove themselves strong is considered worthy by the Get, regardless of their breeding. Those who are weak are worse than chaff, best lost in failed attempts to prove their strength.
Initial Willpower: 3
Beginning Gifts: Lightning Reflexes, Master of Fire, Razor Claws, Resist Pain, Visage of Fenris


Glass Walkers
The Glass Walkers are the wolves of the cities, sharing that realm with the Bone Gnawers. Whereas the latter tribe holds the streets and slums as its domain, the Glass Walkers are in the thick of the financial and technological flow, fighting their battles as often with guns, computers, and bank accounts as with fang and claw. Taking the unusual totem Cockroach as their spiritual patron, the Glass Walkers find themselves semi-pariahs among their brethren for their love for the city (and, to a lesser extent, for their affinity for humanity and its technology, which some other tribes proclaim as evidence of their corruption by the Weaver), but continue marching to the sound of their synthesized drums, confident that their chosen lifestyle holds the key to preserving Gaia.
Initial Willpower: 3
Beginning Gifts: Control Simple Machine, Diagnostics, Persuasion, Plug and Play, Trick Shot


Red Talons
Red Talons are the most separatist of the Garou tribes, camping in the far wilderness far from humanity, whom they despise. Red Talon beliefs hold that man, including all human kinfolk, is a "cancer" upon the earth completely corrupted by the Wyrm, For that reason along with the belief that humans have no instincts, the tribe typically only allows lupus members, products of Garou/wolf breeding; in recent years, the tribe has begun to accept metis offspring of lupus Garou.
Initial Willpower: 3
Beginning Gifts: Beast Speech, Eye of the Hunter, Hidden Killer, Scent of Running Water, Wolf at the Door


Shadow Lords
The Shadow Lords are a tribe of manipulative Garou, originally of Slavic origins, but the tribe's main focus is on ability rather than race.

These black-pelted followers of Grandfather Thunder are masters of diplomacy and Machiavellian intrigue. Waiting for the right moment to strike is essential to the members of this tribe. The power-structure within the Shadow Lords is a strict hierarchy where you climb higher through means of cunning, physical prowess, and mental mastery of those around you. The Shadow Lords’ lives are a constant competition for power. Despite the appearance of "inner turmoil" they are one of the most unified tribes in the nation. They have great insights into psychology of their enemies and scrupulously exploit anyone’s weak spots if needs be. Shadow Lords respect power and patience, they condemn weakness and impetuousness. Any cub that’s not strong enough in their eyes is banished from the tribe.
Initial Willpower: 3
Beginning Gifts: Aura of Confidence, Fatal Flaw, Seizing the Edge, Shadow Weaving, Whisper Catching


Silent Striders
The Silent Striders were exiled from their homeland of Egypt by the Followers of Set by means of a magical curse, and have been roaming the world ever since. They are involved in the world of Wraith: The Oblivion and Vampire: The Masquerade more than any other werewolf tribe.

Since their exile, they have traveled the world, and their kin are now the Gypsies, better known as the Roma. Through their travels the Silent Strider hope to find ways to lift the curse, that not only prevents them from finding rest within their former homeland, but also has spiritually severed them from their ancestors, and by extension their spiritual heritage. Many serve as messengers and couriers, traveling from caern to caern as a global information network.
Initial Willpower: 3
Beginning Gifts: Heaven's Guidance, Sense Wyrm, Silence, Speed of Thought, Visions of Duat


Silver Fangs
The Silver Fangs are the traditional rulers of the Garou Nation, with literally millennia of selective breeding and heroic tradition behind them. While many of the Garou Nation's finest leaders and warriors have come from the ranks of the Silver Fangs, in recent centuries the tribe's stock has fallen dramatically among its ostensible citizenry. Centuries and centuries of inbreeding has caught up with the tribe, with madness and stubborn clinging to tradition becoming more and more common among its senior members. Also, the rise of democratic thought across the world has weakened the tribe's ability to use its royal heritage as an asset, and prompted disaffected tribes to be vocal about their disagreements and disapprovals. Still, the Silver Fangs are far from defunct, and the rise of dynamic young leaders like King Albrecht in North America and Queen Tamara Tvarivich in Russia, along with the continued patronage of its noble totem Falcon, may give the tribe a much-needed infusion of strength and purpose.
Initial Willpower: 3
Beginning Gifts: Eye of the Falcon, Falcon's Grasp, Inspiration, Lambent Flame, Sense Wyrm


Uktena
Uktena are said to be animistic peoples from all over the world. Most are of Native American heritage, though adopted werewolves are from a variety of backgrounds. The Uktena are a tribe of mystics, shamans and arcanists; because of their close ties to the magical and knowledge of the arcane many fear that there are those among them who may be turning to the Dark Arts, and their history of having their land gradually taken from them have made some of the Uktena very bitter indeed. Their main talent lies in the sealing of Banes, and as such they may have deeper knowledge of the Wyrm than the other tribes are comfortable with.
Initial Willpower: 3
Beginning Gifts: Sense Magic, Sense Wyrm, Shroud, Spirit of the Lizard, Spirit Speech


Wendigo
The Wendigo are wolves and indigenous peoples of the Arctic and Sub arctic of North America. Unlike their Brother Tribe the Uktena they have not actively begun to include other cultures outside of their traditional Kinfolk into the tribe. As a whole the Wendigo tribe carries a grudge against the rest of the Garou Nation (of which they consider themselves only nominally part) for the conquest of their caerns and protectorates during the European colonization of North America. It was this reckless time period that lead the Wendigo and Uktena to refer to non-Native Garou as Wyrmbringers. The grudge against Wyrmbringer Tribes can be expressed as mild condescension and mistrust among mainstream Wendigo to violent confrontation and guerilla warfare among the more extreme groups of the Tribe. Even before the conquest of the Pure Lands the Wendigo had a reputation as savage and vicious fighters; this has led them to have strong rivalries with the Get of Fenris tribe who have a similar reputation.
Initial Willpower: 4
Beginning Gifts: Beat of the Heart-Drum, Call the Breeze, Camouflage, Ice Echo, Resist Pain

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